Sculptures are buildings of art that have a high beauty stat. There are four types of sculptures:
Small sculptures require 50 materials and 18,000 ticks (5 mins) of work, large sculptures require 100 materials and 30,000 ticks (8.33 mins) of work, and grand sculptures require 400 materials and 105,000 ticks (29.17 mins) of work. Note that small volume materials (silver and gold) require ten times more items to create.
Sculptures have a high beauty rating, which depends on the sculpture size, material, and quality. For the same material and quality, a small sculpture has half the beauty of a large sculpture, which has 4x less beauty than a grand sculpture. Small and large sculptures take 1 tile, and grand sculptures take a 2x2 grid of tiles. Also, all sculptures have a 1.1x Sell Price Multiplier, making them sell for more when compared to other items of the same market value.
The following table compares the four sculptures:
|Sculpture||Size||Materials||Beauty[* 1]||HP[* 1]||Work to make[* 1]||Market
|Small sculpture||1 × 1||50 Stuff (Metallic/Woody/Stony)||50||90||18,000 ticks (5 mins)||160||0.0028||0.0089||3.2|
|Large sculpture||1 × 1||100 Stuff (Metallic/Woody/Stony)||100||150||30,000 ticks (8.33 mins)||300||0.0033||0.01||3|
|Grand sculpture||2 × 2||400 Stuff (Metallic/Woody/Stony)||400||300||105,000 ticks (29.17 mins)||1140||0.0038||0.0109||2.9|
|Terror sculpture||1 × 1||100 Stuff (Metallic/Woody/Stony)||-5||150||30,000 ticks (8.33 mins)||300||-0.0002||0.01||3|
- Base values. Ignoring multipliers and offsets from materials or quality.
All sculptures will have a name and story, like items of excellent or higher qualities. See #Story Generation below for more details.
|This section relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled.|
The highest quality sculpture is the primary source of psyfocus:
The other, surrounding sculptures give a much smaller boost:
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.
Sculptures can quickly increase the Impressiveness of a room through Wealth and Beauty, in addition to fulfilling the actual beauty need. Certain rooms give increasing mood buffs for being more impressive:
Other than these rooms, place art where pawns will stay for a long time, such as a research station. For extra points, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.
Note that sculptures increase a room's beauty rating from anywhere inside, but will only fulfil the beauty need when in an 8-tile radius from a pawn.
Which sculpture to create
Small sculptures are the worst for beauty. For each point of beauty, they require the most work and take up the most space. Yet, because small sculptures take the most work, they have the highest Market Value per material. Therefore, small sculptures are the most profitable to sell (per material). Small sculptures also have another advantage when selling: quality is a multiplier to market value, but can only increase value up to a flat cap. Small sculptures, especially of gold or silver, are less impacted by the cap than the larger sculptures. Plus, traders likely won't have enough money to afford a masterwork grand sculpture.
Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding). You can place 4 large sculptures in 4 separate locations, as opposed in a grand sculpture needing a 2x2 space. This makes large sculptures a better solution for bedrooms and other smaller rooms, and a more flexible option generally.
Making grand sculptures exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time. Conversely, grand sculptures are the best when you have inspired creativity, assuming you can actually complete it. It may be wise to work on a grand sculpture, suspend it before it's completed, and finish it once the inspiration hits. Grand sculptures are also the most wealth efficient way to provide beauty of all sculptures, due to the aforementioned market value cap. A gold grand sculpture costs 40340 at Normal quality and 43340 at Legendary quality, an increase of 3000 . Four large sculptures would cost 40380 at Normal quality and 52380 at Legendary quality, an increase of 12000 .
|Good||200%||125% (max +500)|
|Excellent||300%||150% (max +1000)|
|Masterwork||500%||250% (max +2000)|
|Legendary||800%||500% (max +3000)|
|This section is suggested to be rewritten. Reason: More precise description of how the story is put together. See RulePacks_Art_DescriptionsPhysical.xml and RulePacks_Art_Descriptions.xml. You can help RimWorld Wiki by improving it.|
Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:
- A past event occurring in or to the colony (see below)
- A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
- A border to the art (e.g. "a triangular border")
- A texture (e.g. "insert texture example")
- A design style (e.g. "conveys a feeling of rage and happiness")
- A location (e.g. "in a town")
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:
- social fights
- landing in drop pods
- artwork created
- struck ore
- person captured
- person recruited
- animal trained
- animal hunted
- surgery done
- someone was on fire
- someone went psychotic
- someone gave up
Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions.
- 0.9.722 - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
- 1.1.2654 - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.